Welcome to a land full of monsters, demons and the terrified humans who run from them. The Other World came into existence almost 400 years ago now, when the human world was in the year 2017. In the efforts to protect her precious children, all monster kind, the Bone Mother built this realm to not only protect them, but to let them live and thrive in their own special ways. For centuries now the monsters have been warring against each other in the efforts to claim control of the entire world. Each of the territories are run and controlled by gangs and their respective leaders. Aside from their pissing contest, the other world has thrived; technology is abound, vehicular advancements have been made and there is a structure within each of the territories. It might not be an entirely conventional structure, but whilst it is laced with darkness, it is certainly present... but for just how much longer is the question.

Until We Bleed is a character driven site with a hefty amount of lore and background to its story. The site will run via random IC and sitewide events - driven and inspired by you, the members! If you like all things dark and gritty, come and give us a taste.

20th jan UWB is officially finished and ready to be launched! We are so excited to welcome members into this setting and hope any potentials enjoy what we've created. If you have any questions about anything or what us to expand on anything, please let a member of staff know and we'll be more than happy to help out! We want to create a welcoming, fun community where everyone feels like they can write and do what they love. So come along and join us for the ride!

Here you can post your character's plotting page in their respective board! Monsters go in monsters, humans in humans, etc. Please ensure you make individual plotting pages per character to ensure organization of boards. We strongly advise that you have a plot page for your character to ensure you get the best opportunity to plot with other characters on the site. Don't forget to link it in your profile!

If you have a character, bunch of characters, or just something you would like to see on the site then this is the board for you! Whether it be a devious Faerie counterpart, a star crossed lover or even a thread you can post it up in here and find someone to fill it for you.

Each member of the site gets one personal development board all to themselves! How exciting, right? In these boards you can put anything you want; to-do list, thread trackers, future characters. You name it! Some even like to have individual boards inside theirs for each of their characters, to put moodboards, playlists and all manner of things. If you are missing your subboard, or require some addition boards to be made please contact a staff member.

Raquib is the largest city of all the territories. Where the other territories have vast amounts of space and smaller townships surrounding their main city, Raquib is widely spread out to cover the a great portion of the wastelands. The Bone Mother modeled Raquib after Hong Kong in the human world. It is full to the brim with monsters, alive with technology and lights. It is mostly stuck in twilight, with a thick smog constantly laying over it in thanks to the high population and pollution. The Northern Gang has a strong presence in the city, despite the city not being the official headquarters, and they run and control a lot of the trading ports and markets. The city isn't so much run by an iron fist but more so allowed free reign, and as such is known to be a wild, dangerous place in which murders are happening around every corner and brothels line the streets.

The Northern Gang's HQ has taken over one of the Wasteland's rare oases, building up and around the precious commodity of water. It relies on the vastness of the Wasteland to stay hidden; a bold feat, and well rewarded for not many of Raquib's citizen's (and even fewer outsiders) venture far enough to find it. As it were, the HQ is hard to miss, as long as you know where to look for it. The actual structure is built around a vast, deep lake with crystal clear water which is filtrated and controlled by the Northern Gang. Tall buildings rise up around the lake, shining and resplendent in the setting sun. The territory is framed by statues of great gladiators, protectors, and warriors, all built into the side of the two great mesa's that frame the territory and guard it's treasure; the hidden expanse of water behind the entire territory.

Miles and miles of dry desert stretch around the outskirts of Raquib. It has become known as the Wastelands, as there isn't much life or vegetation to it. Despite Raquib taking up close to seventy percent of the Northern Territory, the vastness of the wastelands is still shocking to some; cementing the fact that the north is the largest of all territories. While for the most part the desert is lined with decay and dust, there are a few areas of life which could be described as an oasis. They are hard to come by and harder to enter, as a lot of groups outside of Raquib have taken claim to them.

Astavi was modeled after a modern day Rome. It's structurally beautiful with hints of culture inspired from the human world, including landmarks such as the Colosseum. While it isn't devoid of modern technology and advancements, there is a definite older feel to the city. The overall atmosphere of Astavi is surprisingly peaceful with a strong order to it. The Western Gang's leader has a strong hand over the day to day activities within her city and appreciates the calm which comes with having everything in order. The city itself bustles with life and activity, but is a relatively quiet place. There are a lot of underground hideouts, bunkers and secret tunnels which cater to the more unsavory indulgences of the world (brothels, weapon dealings, fighting rings, etc). Whilst atop of those the city is seemingly harmless with a strong culture of food, drink and materialistic goods. Astavi is known for having the best of the best quality in goods, merchandise and general shopping.

The Western Gang's HQ, in keeping with the royal hierarchy system Eile has in place for it, is essentially a huge castle. Situated on a cliff delving into the ocean, the castle is surrounded by the ocean on all sides save for one. The only way to enter the castle is via a draw bridge which is heavily guarded. The waters surrounding the island are rough and extremely dangerous, and while many have tried, they are impossible to swim through and when they have been, the sharp edged cliffs awaiting trespassers are even more impossible to scale. Over all the castle is detailed, heavily decorated and enriched with available culture and art. There are hundreds of rooms, some for dwelling and some for less than good purposes. At the tallest part of the castle is where Eile supposedly resides with her closest members of court.

Whilst the east is covered in wetlands and the north in wastelands, the west is alive with vegetation, forests, green hills, lakes and beaches. It is the most alive of all the territories and boasts itself as "the Paradise". The land is heavily coveted by the other territories due to its rich qualities and as such it is heavily guarded and defended by the Western Gang. There are strict entry requirements on the borders and guards placed in all the smaller townships surrounding Astavi.

Omanchi is probably the least inspired of the human world. The city itself is widespread atop of a vast lake, the only way to enter the city is by a boat or to, well, swim. For this it is respected as the most secure cities in the territories. The borders of the city are well guarded by the Eastern Gang. Whilst the city is atop a lake, it isn't primitive. It just has more of a classic, eerie feel to it. There are towering buildings, but mostly the city is made up of smaller huts and houses, which are connected by stone bridges and walkways. There is a heavy mist settled over the lake and from it the city. It is mostly always overcast. It is known to be one of the most beautiful cities at night due to the large amount of fireflies, lanterns on the lake, candles over the bridges and glow of the moon.

The wetlands, like the title suggests, is heavily inundated by rain, fog and dim skies. Being so close to the south, it also has a colder climate. While there is dry land in the east, for the most part the territory is full of marshland, great masses of water and caverns. There is life and civilization a plenty in these areas however thanks to the technology to build upon water, so you will often come across smaller versions of Omanchi in the vast reaches of the wetlands. Traversing the terrain is a little more difficult then the other territories however, due to the fact that there isn't much dry ground for horses or cars. As such, people tend to prefer boats and canoes.

The In-between is a curious place set in the very center of the Other World, were the borders of all territories intersect. This center is widely known as No Man's Land. It is not claimed nor owned by any being, nor will it ever be. It is come to be considered as neutral territory. It is here where no blood is shed. The land itself has a peculiar style; it's the meeting point of three (once four) very different territories. In some areas there is desert, in others there is the wild beauty of the west, in some there are massive lakes of water, in a lot there is the fierce snow of the south. Overall it is a curious place and one of the more non-human like of all the territories.

The Stone Isles are a formation of extremely large rocks that have been at the very center of the world since it was created. There are ancient ruins carved into them, the origin of which none have been able to pinpoint. The rocks are situated on a plane of white sand, with few signs of life in the forms of particularly poisonous black flowers. From the rocks there is a seemingly thick, tense presence that fills the air and gives the place an ominous, foreboding kind of feel. The Stone Isles have since become the neutral meeting ground for monsters of the Other World, and as apart of the Alliance, it is sworn that no blood shall ever be spilled on these grounds.

Long ago, almost three centuries ago, there was a fourth territory: The South. It is now long since unspoken of and ignorance is chosen over remembrance of who or what resided there. The South was a frozen tundra, thick with snow and burdened by snow storms. It has not so much changed to this day in the unruly weather it encumbers, but unlike the other territories, the only signs of life ever having reside in the territory are complete ruins of cities, villages and the occasional pile of curiously large bones.

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